A discussion of metagame concepts in game design

But given all the ways we have to metagame to play these games, it strikes me as somewhat odd to latch onto this argument to justify the aesthetic preference.
Except you don't have to metagame at all, in order to play. You have actions that are entirely out-of-character, like making a character. You have actions that are entirely in-character, like preparing spells and drinking heal potions. There's no point where you're required to make an in-character decision, based on out-of-game factors, or vice versa.
 

log in or register to remove this ad

Not [MENTION=10638]Emirikol[/MENTION] but this has caught my interest, at least on the surface of it.

To answer your last question first, changing to a system like this would immediately up the 'gritty' factor by a whole bunch...maybe even too much; I wouldn't know until I tried it.

But on first reading I also have some questions; though fair enough if you don't have the asnwers if this is something you just dreamed up and haven't thought all the way through yet:

Does the saving throw to avoid ticking a harm box get varied or amended by the source of the damage? For example, is a harm save vs. a dagger blow easier than a harm save vs. a greatsword blow or a hit from a giant's club?

If yes to the above, do the saving throws get progressively more difficult with each success unitl one fails, then get reset? (this to allow for a 'death by a thousand cuts' narrative)

Where is 'unconscious' as a condition? Could it be a modifier to the save against harm 4 - if you roll within +/-3 of the DC or cutoff point you're unconscious instead of dead, maybe; and if left untended you'll later (maybe minutes, maybe hours, whenever) get another save, where you either wake up (and live), remain unconscious (and repeat this process later), or die?

How does magical healing or curing work with any of this?

Panic-ridden, Confused, and Demoralized are all conditions that can be inflicted by spell (in 1e D&D: Cause Fear, Confusion, and Emotion respectively) - what's the interaction here? Do these spells now just tick a harm box?

Lanefan

I don’t want to dig down too deeply into the rest of the hacking required, because I was trying to solicit solely the visceral reaction from [MENTION=6698278]Emerikol[/MENTION] . I’m inthe same camp as [MENTION=6688937]Ratskinner[/MENTION] ; the reaction to one type of mechanics or information organization versus another is primarily because of familiarity or the internalization of a set of stuff into a mental framework that you’ve settled into permanently.

So what is the visceral reaction to a set of mechanics which are low mental overhead, much more internally consistent than HPs when modeling biological interactions...yet unfamiliar.

But just a brief foray into your question:

1) No, these are not my own ideas (we can discuss the source later).

2) All you would have to do is:

a) sub out current HP and condition mechanics and interactions for Harm levels (eg give Mooks no Harm box- everything is Harm 4, make a level one spell that inflicts x condition do y Harm). This would include deriving present system maths:Harm and Saving Throws at your discretion.

b) sorting out Armor and mitigation abilities that step down Harm levels (or stop it outright) or Saving Throw interaction.

c) sort out recovery (and spell interactions).

It would be some effort, but not too terribly much for a GM/player that (i) cares and (ii) likes to hack/tinker....which isnt exactly non-pervasive in our hobby!
 

Maxperson

Morkus from Orkus
If levels are just a metagame then how come you used to gain a new title with each level?

You didn't. Not really. Those titles were for the player to have fun with. That's why, if you read the DMG, 9th level fighters are not really lords. They have no noble status unless born with it, in which case they were a lord from level 1, regardless of "class title." People didn't play the game and have their character walk up and say, "Hey, I'm Poopy Thunderpants the Superhero. Pleased to meet you."

Depending on what career you are in I can bet that you have different titles depending where you are in your career path.

And I bet that I can find people with better titles that aren't as skilled or knowledgeable as others lower down the title totem pole.

I know that Doctors for example go through several ranks as they are leveling up and that they are expected to have certain skills at those ranks. They can also choose to specialise in different schools of magic, I mean medicine.
And yet you will still find the above in the medical profession. Rank =/= equal skill.
 

Maxperson

Morkus from Orkus
The ingame explanation is the same way s/he knows s/he is breathing, or hurting - s/he feels it.

Yes, the fighter would feel himself get the second wind. The fighter would not have control over when that happens.

There's no "gradually increaasing".

I don't think that means what you think it means. You start saying this, then describe a gradual increase below

You start being able to memorise (say) 1 1st level spell. Then you can memorise 2. Then you can memorise 1 second level spell as well. Then 3 1st and 2 2nd. (I'm using the AD&D charts.) Each step up corresponds exactly to a class level - so if you treat Vancian memorisation as an in-fiction thing, then the wizards can rank themselves exactly based on their memorisation ability, and that ranking will correlate exactly to class levels. (At least up until 8th level. At 9th level and above it is complicated because some wizards with INTs that are too low don't get the 5th or higher level slots.)

There are no in game class levels to correlate it with. The gradual increase which you just described, and I described to you in my post, could just as easily happen without any levels at all as far as the wizard in the game world is concerned.

No, that's not what I'm assuming. Of course some spells are chosen because - given the nature of D&D play, which itself has a high metagame component (eg players know that, everything else being equal, they are more likely to have to successfully fight orcs than to successfully balance a ledger) - they are generally good.

There's no metagame involved with picking generally good spells. The wizard knows which spells are generally good. Metagaming only comes into play when the PC takes an action or makes a decision that it has no way of knowing, but that the player knows. For example, the player has gone through a module before and knows that you have to walk down the left side of the corridor for 10 feet, then alternate every 10 feet for the 100' length of the corridor in order to avoid nasty traps. He's being run through that module with a new PC and his party, all of whom had never even heard of the place before they arrived, and when he gets to that corridor has his PC walk exactly as required to avoid the traps. That's metagaming. The PC is acting on information it does not possess.

A PC wizard who knows that certain spells are very good in a general way and selects those, is not acting on any knowledge it does not possess, so no metagaming is happening.
 

Maxperson

Morkus from Orkus
Spellcasters are a case where they would very definitely recognize individual skill plateaus, because (at least in The Forgotten Realms) spell slots are a real thing. Whether a given person can or cannot cast Fireball is a thing that they talk about. For wizards, in particular, they have to physically perform the action of preparing the spell ahead of time, which is a process that they discuss with each other. "Do you have any third level spell slots?" is an in-character thing that one wizard might ask another wizard.

The problem is, no level is required for that. At all. For all the wizard knows, spellcasting is based on a skill percentage. His spellcasting skill starts at 1%, and at 5% he gains the ability to cast a second first level spell. When he gets to 10%, he gets strong enough to cast a second level spell. At 15% he gets strong enough to cast a second second level spell. When he hits 20% he can cast three first, two second, and gets strong enough for the glorious fireball. And so on.

That's my point. Nothing in the game world ties the increase in power to the same level progression as the PHB, or even to level at all.

My career doesn't have such equivalent milestones, but if you want to switch it to a different skill, a good equivalent would be Dance Dance Revolution. Each song is rated on a scale from 1-9 (or so), based on its complexity, and I know that I'm good enough to pass a 4 (generally speaking). When I started out, I could only pass a 2. At my best, I could pass most fives and a handful of sixes.

Because you the player can see those numbers. If they were not available for you to see, you would be like the PCs in D&D who only know that they are gradually getting better.
 

Ted Serious

First Post
I have observed that when people just simply don't like certain aspects/rules/behaviors in an RPG they will concoct elaborate...and sometimes impressively sophisticated...theories to explain why this is not just their opinion, but that these things are objectively bad. In particular, people will latch onto arguments invoking "realism" and "metagaming" to prove why they are right.

I remember Emerikol from the old WotC forums. IIRC, he hated...hated...any non-magical power that wasn't at will. Effectively, "If a fighter knows how to do something, why can't he do it twice?" He's ok with the sheer improbability of a "whirlwind" attack allowing a Fighter to attack all targets within reach in one attack; what he can't abide by is that the number of uses is somehow restricted. In other words, it's the "at-will martial abilities" sinkhole.

And it's a fair question, philosophically: "If I know how to do it, why can I only do it once per day?" I would have thought a satisfactory answer would be "because if all non-magical abilities were at-will, all non-magical abilities would have to be relatively weaker, for game balance, and you wouldn't get cool moves like Whirlwind attacks" (a.k.a. "this is why we can't have nice things").

But given all the ways we have to metagame to play these games, it strikes me as somewhat odd to latch onto this argument to justify the aesthetic preference. You don't have to justify it: you don't like it. That's cool.

Personally, I'm fine with the "narrativist" answer: circumstances rarely align in which you get to do this cool thing, both for game balance and storytelling reasons (cool things are only cool if they are relatively uncommon). You, the player, are given narrative control to decide when that occurs. Yes, your character would do it every "round" (omg metagame construct warning!) if he could, but he can't. You are hereby empowered to narrate the reason why not.

Thanks for putting that into perspective.
 
Last edited:

G

Guest 6801328

Guest
Except you don't have to metagame at all, in order to play. You have actions that are entirely out-of-character, like making a character. You have actions that are entirely in-character, like preparing spells and drinking heal potions. There's no point where you're required to make an in-character decision, based on out-of-game factors, or vice versa.

I disagree. I don't think it's possible, in a practical sense, to suspend your knowledge of game mechanics when you make decisions. Our knowledge about probability and bonuses and movement rates and penalties and advantage/disadvantage and whatever else applies to the specific RPG you are talking about all influence our decisions. Sure, you can always rationalize the use of this knowledge as "in-character", for example, "My fighter is experienced enough to know about how far away he has to move to be safe" but that's really post facto roleplaying, after the metagaming (which I'm totally fine with).

And even if one could make decisions without factoring in knowledge of game mechanics, I don't understand why you would want to. It doesn't inhibit roleplaying to do it, and it's part of the fun.
 

Emerikol

Adventurer
Emerikol, let me pose you a question.

I'm not sure you've ever GMed or played under the following paradigm, so let me lay it out. Try to conceive of simply switching out the HP model from your current game for a low overhead system that handles it in fictional terms that also intersect with action resolution (what action declarations might be permissible, what may be penalized).

It looks like this. Instead of HP ablation, when you're physically imposed upon by the world, you roll some kind of Saving Throw. If you fail, you receive some kind of Harm. Harm has 5 boxes and comes in 4 stages.

Harm 1 has two boxes.
Harm 2 has two boxes
Harm 3 has one box
Harm 4 is death

Harm 1 might be Confused, Demoralized, Distracted
Harm 2 might be Concussed, Sprained Ankle, Panick-ridden
Harm 3 might be Nervous Breakdown, Broken Hand, Impaled Shoulder

You could have multiple Harm spanning multiple boxes. But if you fill up Harm 1's two boxes, any further Harm 1 you get automatically becomes Harm 2 (and so on, until you're dead).

Each Harm level and condition comes with an codified impact on action resolution and fictional adjudication (eg Confused carries action resolution consequence
x when you attempt declaration y or z...and it also arises that some things become non-permissible - how are you running the rooftops with that sprained ankle?).

Each Harm level and condition comes with a codified means of removal (duration and care/therapy required to remove).

Something like this is pretty trivially integrated into D&D (especially given the fiddly, not-well-integrated or conceived, and unwieldy subsystems that I've seen folks try to hack onto various D&D substrate).

So my question is:

How do you think supplanting HP ablation for such a system would impact your play?

I'm not sure but at low levels probably not a lot but at higher levels it would keep you more cautious. I'm guessing. Assuming various powers that attack Harm 3 or Harm 4 come into play more at high levels, and the boxes don't change, then of course the threat of death would be high at any level. Perhaps unmanageably high but again I'd have to see an entire system to know for sure.

I am happy enough with a moderately unrealistic system like hit points for a high fantasy super heroic game. I might also enjoy a less super heroic game. In such cases maybe WOIN or GURPS or even RQ would work. This is a totally different axis from metagame. I wouldn't want a metagame mechanic in any of those games if I had a choice. I think I could enjoy any of those games otherwise but I'd still favor the high fantasy game of D&D style the most.
 

Emerikol

Adventurer
Just for clarity's sake. I'm not seeking simulation, either. I'm just seeking a coherent, interesting narrative (preferably with a light mechanical overhead as well). I haven't played in your games, but in every other D&D game I've played in, DMs will casually describe a hit...and then that description is quickly abandoned in the face of the HP total. I think the dissonance that it causes is why so many DMs abandon describing the hits with any detail beyond...you guessed it, a HP total. (Although perhaps time to resolve combat rounds is a bigger factor there.)

Best of luck with your games.

Same to you. I continue to describe the hits in descriptive terms followed by the number. Thanks. The best to you. I appreciate it when we can have a respectful conversation without having to try to prove the others playstyle as bad.
 

Emerikol

Adventurer
That's why I allow the players if they want to choose two stats to roll at 5d6 drop 2, two stats at 4d6 drop 1, and two stats at 3d6. They have to choose which rolls go into which stats before they start rolling. The 3d6 are the "dump" stats, but I've seen rolls there that are higher than the 5d6 rolls. Now, I also allow the swapping of one pair of stats, because I want them to be able to play the PC they want, but you don't have to if you don't want to. That method will still allow you to get decent scores in prime stats, while rolling "dump" stats separately.

Yes, I've actually considered exactly this approach and proposed it myself to various people. I think it's a great idea. I think players are often way too entitled about attributes anyway.

Another idea I've had is having an advantage system where you take the best rolls in the party and everyone else gets advantages worth the difference between their scores and the top person's scores. If you feel the entire party rolled terrible then maybe use some minimum number which if it turns out to be the max, is what everyone compares against.
 

Remove ads

Top